The Trillmen are small creatures, resembling centaurs in body shape, but having more to do with certain evil goblyn folk from the Unseely Realms. They have goat-like heads, leading some to believe they are related to the Broo, but since Trillmen are so small (only 2' high, typically) this is unlikely. They are small, and can become invisible at times, but even when visible are very difficult to strike. They can work certain magics at will, and are vicious warriors, employing hit and run tactics, and always working in a coordinated fashion. The only good news is that there are not too many of them in the normal realm of the Valley of the Old Ones.
Trillmen
Num Appearing: 2d6
Alignment: chaotic evil
Movement: Walk 120'
Armor Class: 3 (due to size and speed)
Hit Dice: 2d (12 h.p.)
Attacks: 2 hooves, or by weapon; Spell use (see below)
Damage: 1d6+1/hoof attack
Save: F2
Morale: 9
Treasure: Trillmen are very fond of gold and jewels, and will frequently be wearing jewelry worth up to 100gp per individual. Leaders are likely to have magic weapons.
Special: Trillmen almost always travel armed. Each member of a party will carry a hand-to-hand weapons (usually a spear or sword, but due to the Trillmen's size (only about 2' tall), these weapons only do 1d4+1. They will also carry a bow, treat as a typical short bow. Trillmen are well practiced with the weapons they carry (+1 to hit), and will get two attacks per round with the weapon (either bow, or hand weapon) because of their deftness and speed. Each group will have a Leader with 2 additional hit dice (total 24 h.p.), who is likely to have a magic weapon. Being goblyn creatures from the Unseely Realms, the Trillmen are capable of magic. They can cast Invisibility on themselves up to three times per day; they can also cast Faerie Fire, Sleep and Charm Person once per day. A Trillmen Leader can cast Fear once per day.
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